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paladin vs gf no compare gf is a lot better player for a dungeon.

mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
edited May 2015 in PvE Discussion
Into the fray, tide of iron,knight valor.
enforced threat,lunging strike,tab mechanic which give combat advantage to pt and also aggro.
aggregrative strike shield slam.
fighters recovery villain menace.
tactician gf build ap for his pt when get damage.

PALADIN now : divine protector ok one of the best daily my opinion for pvp.
bane only for bosses without adds.
aura of protection 11.5 % dr.
sanctuary you get 60% damage resist and allies 20% for how long? stamina drain fast on paladin no skills to restore it.

circle of power 25 % dr who stand on it and 30% more damage.

paladin vs gf need to hit hit hit hit hit hit to get aggro that means he cant protect hiself to get aggro.
gf can aggro with aggregrative strike and mitigate at the same time the hits.
Post edited by mamalion1234 on

Comments

  • mirrorballsmirrorballs Member Posts: 877 Bounty Hunter
    edited May 2015
    What? A pure tank tanks better than a hybrid spell-tank?
    Wow, such a surprise. I'm in a state of shock.
  • phoenix1021phoenix1021 Member Posts: 532 Arc User
    edited May 2015
    Well, all paladin tanks go justice for some reason, so they are much more squishy than a GF going for tactician or protector. I think GFs have accepted their role, while many paladins still try to be dps. Has all to do with the class being new, just wait a bit for real paladin tank builds to appear.
  • wentriswentris Member Posts: 542 Arc User
    edited May 2015
    Well, all paladin tanks go justice for some reason, so they are much more squishy than a GF going for tactician or protector. I think GFs have accepted their role, while many paladins still try to be dps. Has all to do with the class being new, just wait a bit for real paladin tank builds to appear.

    Justice is tank build for t1 - t2 dungeons. Bulwark may be better on sharandar, but when 1 random mob hit shreds through most defenses bulwark provides justice is just better for defense as well, because great part of OP tanking comes from temp hp and more damage = more temp hp. I endure more when I swapped some defense with armor pen

    Into The Fray -> Radiant Champion
    Knight Valor -> Divine Protector (90%+ uptime with right build + AP charging DC. The legit charging, of course). Main thing. You need gear for that but once you manage to pull it off your team is immortal and you take just 20% of all damage, reduced further by your protection
    Paladin:
    25% cooldown reduction for team + random further reduction on encounter use
    Aura of Courage is huge dps boost, run ATC and check yourself.
    Aura Gifts 25% power and your power depends on your max HP = +4-6k power for team
    Prism - hated for lag, but DC has to heal just 1 person.
    Shield Offhand -> 1% AP/ 3s, you dont need to take damage unprotected (I believe GF still works like that - when you take damage with shield down you generate AP for team?). Yes, GF capstone gives more raw AP than shield offhand passive, but OPs huge cooldown reduction generates AP passively.
    Burning Light - Amazing control in T2s, because its a dazing debuff, not daze (isnt really affected by mobs control reduction, just like smoke bomb). Yes, its a follow up power, because its hard to just stand still for a few seconds not doing anything at the beginning of combat, but charge it during OF/smoke bomb.
    Relentless Assault - situational skill. There is a thread on OP forum where you can read details when and how is this skill useful
    Templars Wrath - stun and great, refreshing hp pool

    Im not sure if this is everything
    Aggro I agree I prefer GF tab aggro to mine. Especially when there are GWFs in party that steal aggro, its much harder to retake aggro with OP than with GF. However the 500% threat + OP dps with tab + vengeful justice builds aggro pretty well. Oath strike = perma taunt on at least 1 target, but you can use the 3rd strike to force threat on something else.

    Im not saying GF is inferior, but dont say OP is when you dont know all buffs he gives to party.
  • benistvanbenistvan Member Posts: 159 Arc User
    edited May 2015
    tac SM: GF
    -Better aggro(we rarely need that)
    -Better personal survivabilty(more DR from shield, steel defense)

    -decent party survivability giving(KV 50% dr, united 5%)
    -decent party buffs: into the fray (25-35%),movement, mark(8% for others), 5% enchanced mark oh class feature, AP martial arts, rousing speech(5%)


    OP:
    -decent aggro
    -good personal survivabilty

    -better party survivability: DP(100%)
    -better buffs: aura of courage (8-10% dmg), aura of wisdom CD, bane (30%), feats: cd, movement, aura gifts: 25% power

    Right now OP+DC is amazing.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    benistvan wrote: »
    tac SM: GF
    -Better aggro(we rarely need that)
    -Better personal survivabilty(more DR from shield, steel defense)

    -decent party survivability giving(KV 50% dr, united 5%)
    -decent party buffs: into the fray (25-35%),movement, mark(8% for others), 5% enchanced mark oh class feature, AP martial arts, rousing speech(5%)


    OP:
    -decent aggro
    -good personal survivabilty

    -better party survivability: DP(100%)
    -better buffs: aura of courage (8-10% dmg), aura of wisdom CD, bane (30%), feats: cd, movement, aura gifts: 25% power

    Right now OP+DC is amazing.

    bane is single target i repeat.;p only circle of power can compare it to into the fray.

    A fierce battle cry that temporarily increases your adventuring party's Run Speed and Action Point generation. In addition, all party members receive a small portion of your Max Hit Points as Temporary Hit Points and 25% of your Damage Resistance as increased Damage.

    Recovers 15% of your Stamina over 8 seconds.

    when is rank 4 damage resistance is equal to the damage that give.
    if a gf has 50% damage resistance( mine has 45%)give 50% damage buff+ action point generation+speed + a small temp hp.

    and nope with gf i feel more safe at least the boss will be always on him not like paladin boss traveling.
  • equ4lizerequ4lizer Member Posts: 182 Arc User
    edited May 2015
    bane is single target i repeat.;p only circle of power can compare it to into the fray.

    A fierce battle cry that temporarily increases your adventuring party's Run Speed and Action Point generation. In addition, all party members receive a small portion of your Max Hit Points as Temporary Hit Points and 25% of your Damage Resistance as increased Damage.

    Recovers 15% of your Stamina over 8 seconds.

    when is rank 4 damage resistance is equal to the damage that give.
    if a gf has 50% damage resistance( mine has 45%)give 50% damage buff+ action point generation+speed + a small temp hp.

    and nope with gf i feel more safe at least the boss will be always on him not like paladin boss traveling.

    Whatever, I can deal up to 20 to 30 mil damage in some of the dungeon runs and heal at the same time. And Im not a tank for the last time.

    So yeah dont compare if you have yet to seen anything...
    IGN: Granzon
    军医骑士 超过三千水平 突破极限释放开
    Daily: Granworm Sword
    Enounter: Vow of Enmity | Worm Smasher | 縮退砲
    Class Feature: Kabbalah System
    Aura: Warp Field

    IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
    (The Corrupted) (Retired)
  • pancakeattaxpancakeattax Member Posts: 191 Bounty Hunter
    edited May 2015
    Ha-ha very funny, for some odd reason I find it easier to run T2s with paladins then GF's...or no tank at all.. I guess personal preference :)
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited May 2015
    bane is single target i repeat.;p only circle of power can compare it to into the fray.
    No, it can't. Circle of Power only gives bonus damage and DR/healing for the Paladin. Allies get jack.
  • avengingangel93avengingangel93 Member Posts: 192 Arc User
    edited May 2015
    I prefer paladins, but I'm biased since I play a justice/light spec tank :P I'm all about tanking, DPS is just a bonus. I never liked GFs' playstyle personally, and yes I have played one. However, I'm also a HR, and that was main up till yesterday. I don't care who tanks, just so long as they know what the hell they're doing.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2015
    Note about BANE: It is not a single target encounter: it is three charges, each charge is 10% DR and can be cast on up to three different hostiles before cooldown. So when someone states "30%" - they are referring to all three charges tossed at the same hostile; such as a boss, etc.

    The GF is the best all around 'hard tank" in my experience. Whereas the the [Protection] OP is a strong tank, but shares of his abilities with better party support in the way of buff/debuff/heals - taking some of the load off the DC. (Yes I also have a GF toon and all the rest, etc.)

    The GF is a hard tank whose job is direct and (more or less) relatively singular in definition whereas the Protection OP os is a lot more utility without much 'direct' contact type combat as the GF has. GF combat is tangible; you can see and feel it and direct damage results. The OP combat is a lot more intangible and you can't often directly see its affects and effects in combat; more the silent type. Think of it as the difference between a standard photo flash light and an infra-red flash light. Both light up the scene, but you can;t see the infra-red with your naked eyes.

    At least this is the way I see it. BOTH are great tanks/fighters and one or the other is more than satisfactory, but one of each would be massively awesome. LOL

    As for the Devotion OP versus the DC: Exactly the same as I've stated above, just substitute DC for GF and [Devotion] for [Protection] and you get the same thing.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    equ4lizer wrote: »
    Whatever, I can deal up to 20 to 30 mil damage in some of the dungeon runs and heal at the same time. And Im not a tank for the last time.

    So yeah dont compare if you have yet to seen anything...

    link me your weapon enchant in game thanks and your companion.

    with aggravating strike +other encounters i deal the same damage on turtle tactician build.
  • grimahgrimah Member Posts: 1,658 Arc User
    edited May 2015
    paladins have the advantage of tanking in any direction/surrounded, where a GF cannot. Also a Paly can use encounters when they wish but a GF must wait for certain windows/cc application before doing so.

    to say paly is more of a utility tank than a GF, well GFs slot encounters that are utility (most GFs) such as knights valor and into the fray. GFs can absorb more damage due to blocking but sacrifice mobility. They all both different but perform.

    A Paladin is easier to play making it more reliable to take to dungeons, but right now dungeons are messy and there is also big gear difference between players.
    Creator of the featured survival horror foundry: "The Silence of Haydenwick" Video Review
    and also the featured satirical comedic adventure "A Call for Heroes".
  • chrcorechrcore Member Posts: 329 Bounty Hunter
    edited May 2015
    I see now, this thread is because people are looking for OPs instead of GFs for groups. Never seen a GF do lots of damage when grouped with 3 competent DPSers.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2015
    chrcore wrote: »
    I see now, this thread is because people are looking for OPs instead of GFs for groups. Never seen a GF do lots of damage when grouped with 3 competent DPSers.

    Tanks aren't supposed to be about DPS; tanks are supposed to be about keeping mobs off the DPSers so they can DPS instead of kite around. This always seems to be the crazy misnomer everyone latches onto: that GFs (or Paladins, or Clerics, etc.) *can't DPS=fail*. It's a pretty big ignorant mistake if you're into that mindset.
  • kolatmasterkolatmaster Member Posts: 3,111 Arc User
    edited May 2015
    This always seems to be the crazy misnomer everyone latches onto: that GFs (or Paladins, or Clerics, etc.) *can't DPS=fail*. It's a pretty big ignorant mistake if you're into that mindset.
    Exactly. :cool:
    va8Ru.gif
  • blackylukeblackyluke Member Posts: 261 Arc User
    edited May 2015
    Personally prefer GFs, since im a pure DD (PvE GWF) I need somebody to drain aggro of me. Which Paladins struggle with, good pallys keep Divine Protector on me tho. In terms of buffs/debuffs Paladin has the advantage I feel but GF is a more stable tank and therefore enables dealing damage for the DDs more consistently. Its close.
    Fact is we need more Protector OBPs and more GFs, because the tank role is fundamental this module and they are excellent additions to every party.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    blackyluke wrote: »
    Personally prefer GFs, since im a pure DD (PvE GWF) I need somebody to drain aggro of me. Which Paladins struggle with, good pallys keep Divine Protector on me tho. In terms of buffs/debuffs Paladin has the advantage I feel but GF is a more stable tank and therefore enables dealing damage for the DDs more consistently. Its close.
    Fact is we need more Protector OBPs and more GFs, because the tank role is fundamental this module and they are excellent additions to every party.

    i have seen gf to use bull charge with two wizards in pt instead lunging which have and lower cooldown.MANY guardian fighters confuse pvp with pve crescendo instead fighters recovery.intomitable strength instead again fighters recovery.
  • equ4lizerequ4lizer Member Posts: 182 Arc User
    edited May 2015
    link me your weapon enchant in game thanks and your companion.

    with aggravating strike +other encounters i deal the same damage on turtle tactician build.

    Its nothing special, just pure plague fire and black dragon ioun stone
    IGN: Granzon
    军医骑士 超过三千水平 突破极限释放开
    Daily: Granworm Sword
    Enounter: Vow of Enmity | Worm Smasher | 縮退砲
    Class Feature: Kabbalah System
    Aura: Warp Field

    IGN: Faluzure 19k Tenebrous Soulbinder Scourge Warlock
    (The Corrupted) (Retired)
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    AH SOMEthing i discovered today paladin is bugadin perma daily huh? reported.
  • stylepilestylepile Member, NW M9 Playtest Posts: 42 Arc User
    edited May 2015
    The biggest problem I have as a GF in dungeons is the mob A.I.. I like to engage with lunging strike for the agro cone and 50% DR. The mobs then immediately attack me then move to flank. This causes me to move in a semi-circle around the side and wait for a tr smokebomb or CW steal time to give me a chance to use enforced threat to taunt all the baddies. Now I just hold block and wait for a good time to use my daily with steel defense and hit/taunt any remaining mobs I haven't aggroed.

    The problem is when the mobs all move to flank so fast (and relentlessly) I lose aggro on a couple mobs as I make my half circle and they usually kill one or two people. Using KV is just plain suicide since I usually take around 30-50k damage through block on initiation. Add to that another 40-60k from someone getting spit on by a spider and I'm at 25% health. If I'm not healed by the next volley I'm dead.

    Now the op can engage by diving in and LETTING the mobs surround him. With divine protector the pally only had to worry about himself. A pally can just wail away and use encounters at will to establish aggro. The only real risk he's in is if a bunch of people stand in the red at once or he/she doesn't move out of the way from a heavy red attack.

    TLDR; a pally doesn't really have to worry as much about positioning and team survival where as a GF has to worry about his own survival his team is in more jeopardy.
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    edited May 2015
    stylepile wrote: »
    The biggest problem I have as a GF in dungeons is the mob A.I.. I like to engage with lunging strike for the agro cone and 50% DR. The mobs then immediately attack me then move to flank. This causes me to move in a semi-circle around the side and wait for a tr smokebomb or CW steal time to give me a chance to use enforced threat to taunt all the baddies. Now I just hold block and wait for a good time to use my daily with steel defense and hit/taunt any remaining mobs I haven't aggroed.

    The problem is when the mobs all move to flank so fast (and relentlessly) I lose aggro on a couple mobs as I make my half circle and they usually kill one or two people. Using KV is just plain suicide since I usually take around 30-50k damage through block on initiation. Add to that another 40-60k from someone getting spit on by a spider and I'm at 25% health. If I'm not healed by the next volley I'm dead.

    Now the op can engage by diving in and LETTING the mobs surround him. With divine protector the pally only had to worry about himself. A pally can just wail away and use encounters at will to establish aggro. The only real risk he's in is if a bunch of people stand in the red at once or he/she doesn't move out of the way from a heavy red attack.

    TLDR; a pally doesn't really have to worry as much about positioning and team survival where as a GF has to worry about his own survival his team is in more jeopardy.

    guarded assault -shield talent for vanguard.

    palladin till justice tree get a fix.( permanent ap).
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    As someone who mains a healer, I too prefer playing with GFs, their shield makes them more sturdy, and managing stamina is more forgiving than cooldowns. I've seen paladins doing amazing things, but GFs are plain better at tanking and soaking hits. Paladins are more hybrid and seem to require much more skill to play.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited May 2015
    stylepile wrote: »
    The biggest problem I have as a GF in dungeons is the mob A.I.. I like to engage with lunging strike for the agro cone and 50% DR. The mobs then immediately attack me then move to flank. This causes me to move in a semi-circle around the side and wait for a tr smokebomb or CW steal time to give me a chance to use enforced threat to taunt all the baddies. Now I just hold block and wait for a good time to use my daily with steel defense and hit/taunt any remaining mobs I haven't aggroed.

    The problem is when the mobs all move to flank so fast (and relentlessly) I lose aggro on a couple mobs as I make my half circle and they usually kill one or two people. Using KV is just plain suicide since I usually take around 30-50k damage through block on initiation. Add to that another 40-60k from someone getting spit on by a spider and I'm at 25% health. If I'm not healed by the next volley I'm dead.

    Now the op can engage by diving in and LETTING the mobs surround him. With divine protector the pally only had to worry about himself. A pally can just wail away and use encounters at will to establish aggro. The only real risk he's in is if a bunch of people stand in the red at once or he/she doesn't move out of the way from a heavy red attack.

    TLDR; a pally doesn't really have to worry as much about positioning and team survival where as a GF has to worry about his own survival his team is in more jeopardy.

    You have to play with people with slightly faster reflexes, because letting hold your shield for a while before being able to do something isn't acceptable in my book. Losing aggro on some npcs isn't an issue either. You don't have to hold every single npc. You're here to hold the big ones while minions are killed asap.

    KV isn't suicide as long as the controller does its job, but most CW players in this game are plain bad - the class used to be a refuge for suckers because dps was OK no matter how bad you are, just smash keys in a random order, but now it requires timing and the use of CC spells or CC combos (like, freezing stuff), and this is much harder to achieve.

    This is indeed an issue with CWs, the apparent lack of class mechanic gave many people the illusion they're good at playing the game while they're not, but with time, they will simply adapt or leave.
  • commanderdata001commanderdata001 Member Posts: 307 Bounty Hunter
    edited May 2015
    diogene0 wrote: »

    but most CW players in this game are plain bad - the class used to be a refuge for suckers because dps was OK no matter how bad you are, just smash keys in a random order, but now it requires timing and the use of CC spells or CC combos (like, freezing stuff), and this is much harder to achieve.

    This is lol. Refuge?
    I remember in mod2 there were soo many loud GWFs boosting being expert and having biggest dps(bugged deep gash) and died before Draco in 10 secs w/o any skill or knowledge of kiting or their class...
  • championshewolfchampionshewolf Member Posts: 601 Arc User
    edited May 2015
    This thread amuses me;

    giphy.gif
  • discoricediscorice Member Posts: 371 Arc User
    edited May 2015
    I have a strong GF build that's a lot of fun. I'm also leveling a full bulwark spec'd paladin (although I might dip my toes into the Light path for that increased healing buff). So far I haven't really enjoyed the tankadin as much as others have, but then again I haven't really done much dungeon type stuff or used him on a team very much at all. I dunno. My GF feels really engaging - like I'm really fighting on a team or on her own. Soloing a tankadin is like popping an Ambien and washing it down with chamomile tea.
    Fear Of A Disco Planet
  • mjytreszmjytresz Member Posts: 500 Arc User
    edited May 2015
    diogene0 wrote: »
    You have to play with people with slightly faster reflexes, because letting hold your shield for a while before being able to do something isn't acceptable in my book. Losing aggro on some npcs isn't an issue either. You don't have to hold every single npc. You're here to hold the big ones while minions are killed asap.

    KV isn't suicide as long as the controller does its job, but most CW players in this game are plain bad - the class used to be a refuge for suckers because dps was OK no matter how bad you are, just smash keys in a random order, but now it requires timing and the use of CC spells or CC combos (like, freezing stuff), and this is much harder to achieve.

    This is indeed an issue with CWs, the apparent lack of class mechanic gave many people the illusion they're good at playing the game while they're not, but with time, they will simply adapt or leave.

    CW is still the most mindless PvE class.
    The **** are you smoking?
    Broken mechanics, broken class designs, lack of actual content, and over zealous, bronze-age moderation?

    Go Cryptic!
    PS - I quit.
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